/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraMeshRendererProperties.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(DisplayName="Mesh Renderer"), MinimalAPI) class UNiagaraMeshRendererProperties : public [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties)
uint32:  1
bEnableCameraDistanceCulling
Enables frustum culling of individual mesh particles
uint32:  1
bEnableFrustumCulling
Enables frustum culling of individual mesh particles
uint32:  1
bEnableMeshFlipbook
When checked, will treat 'ParticleMesh' as the first frame of the flipbook, and will use the other mesh flipbook options to find the other frames
uint32:  1
bLockedAxisEnable
If true and in a non-default facing mode, will lock facing direction to an arbitrary plane of rotation
uint32:  1
bOverrideMaterials
Whether or not to use the OverrideMaterials array instead of the mesh's existing materials.
uint32:  1
bSortOnlyWhenTranslucent
If true, the particles are only sorted when using a translucent material.
uint32:  1
bSubImageBlend
If true, blends the sub-image UV lookup with its next adjacent member using the fractional part of the SubImageIndex float value as the linear interpolation factor.
uint32:  1
bUseHeterogeneousVolumes
Whether or not to render with heterogeneous volumes.
FNiagaraVariabl...
CameraOffsetBinding
Which attribute should we use for camera offset when rendering meshes?
FNiagaraVariabl...
ColorBinding
Which attribute should we use for color when generating instanced meshes?
FNiagaraVariabl...
CustomSortingBinding
Which attribute should we use custom sorting of particles in this emitter.
FNiagaraVariabl...
DynamicMaterial1Binding
Which attribute should we use for dynamic material parameters when generating instanced meshes?
FNiagaraVariabl...
DynamicMaterial2Binding
Which attribute should we use for dynamic material parameters when generating instanced meshes?
FNiagaraVariabl...
DynamicMaterial3Binding
Which attribute should we use for dynamic material parameters when generating instanced meshes?
FNiagaraVariabl...
DynamicMaterialBinding
Which attribute should we use for dynamic material parameters when generating instanced meshes?
ENiagaraMeshFac...
FacingMode
Determines how the mesh orients itself relative to the camera.
TObjectPtr<USt...
FirstFlipbookFrame
The static mesh to use for the first frame of the flipbook.
FString
FlipbookSuffixFormat
Provides the format of the suffix of the names of the static meshes when searching for flipbook frames.
uint32
FlipbookSuffixNumDigits
The number of digits to expect in the frame number of the flipbook page.
ENiagaraRendere...
GpuTranslucentLatency
Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc.
FVector
LockedAxis
Arbitrary axis by which to lock facing rotations
ENiagaraMeshLoc...
LockedAxisSpace
Specifies what space the locked axis is in
FNiagaraRendere...
MaterialParameters
If this array has entries, we will create a MaterialInstanceDynamic per Emitter instance from Material and set the Material parameters using the Niagara simulation variables listed.
uint32
MaterialParamValidMask
FNiagaraVariabl...
MaterialRandomBinding
Which attribute should we use for material randoms when generating instanced meshes?
float
MaxCameraDistance
FVector
MeshBoundsScale
Scale factor applied to all of the meshes bounds.
TArray<FNiagar...
Meshes
The static mesh(es) to be instanced when rendering mesh particles.
FNiagaraVariabl...
MeshIndexBinding
Which attribute should we use to pick the element in the mesh array on the mesh renderer?
FNiagaraVariabl...
MeshOrientationBinding
Which attribute should we use for orienting meshes when generating instanced meshes?
TArray<FNiagar...
MICOverrideMaterials
float
MinCameraDistance
FNiagaraVariabl...
NormalizedAgeBinding
Which attribute should we use for Normalized Age?
uint32
NumFlipbookFrames
The number of frames (static meshes) to be included in the flipbook.
TArray<FNiagar...
OverrideMaterials
The materials to be used instead of the StaticMesh's materials.
FNiagaraVariabl...
PositionBinding
Which attribute should we use for position when generating instanced meshes?
FNiagaraVariabl...
PrevCameraOffsetBinding
FNiagaraVariabl...
PrevMeshOrientationBinding
FNiagaraVariabl...
PrevPositionBinding
FNiagaraVariabl...
PrevScaleBinding
FNiagaraVariabl...
PrevVelocityBinding
FNiagaraRendere...
RendererLayoutWithCustomSorting
FNiagaraRendere...
RendererLayoutWithoutCustomSorting
uint32
RendererVisibility
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
FNiagaraVariabl...
RendererVisibilityTagBinding
Which attribute should we use for the renderer visibility tag?
FNiagaraVariabl...
ScaleBinding
Which attribute should we use for scale when generating instanced meshes?
ENiagaraSortMod...
SortMode
Determines how we sort the particles prior to rendering.
ENiagaraRendere...
SortPrecision
Sort precision to use when sorting is active.
ENiagaraRendere...
SourceMode
Whether or not to draw a single element for the Emitter or to draw the particles.
FNiagaraVariabl...
SubImageIndexBinding
Which attribute should we use for sprite sub-image indexing when generating sprites?
FVector2D
SubImageSize
When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.
FNiagaraVariabl...
VelocityBinding
Which attribute should we use for velocity when generating instanced meshes?